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XV Broken/Omega Rugal: Difference between revisions
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* '''Meter Burn''': Rugal's EX specials all provide him with great combo opportunities. Cancelling into Gigantic Pressure allows him to immediately end neutral and drag you to the corner, while Desperation Ray is a great combo ender and punish tool. His 0.5/1 meter damage is also very good. | * '''Meter Burn''': Rugal's EX specials all provide him with great combo opportunities. Cancelling into Gigantic Pressure allows him to immediately end neutral and drag you to the corner, while Desperation Ray is a great combo ender and punish tool. His 0.5/1 meter damage is also very good. | ||
* '''Annoying Midrange''': The excellent defense tools that Rugal has combined with his beefy normals make him very difficult to deal with at close range. Opponents will often have to commit to riskier options to get past him. | * '''Annoying Midrange''': The excellent defense tools that Rugal has combined with his beefy normals make him very difficult to deal with at close range. Opponents will often have to commit to riskier options to get past him. | ||
* '''Meter Efficiency''': Rugal's specials all generate copious amounts of meter, with Genocide Cutter generating nearly a fourth of a bar alone. If he gets a solid starter, it's | * '''Meter Efficiency''': Rugal's specials all generate copious amounts of meter, with Genocide Cutter generating nearly a fourth of a bar alone. If he gets a solid starter, it's likely that much of the meter he spent will be refunded. | ||
| cons= | | cons= | ||
* '''Combo Availability''': Without meter or close range, Rugal becomes a lot less threatening. His 214AC and 236BD are major tools for dealing big damage, but a 2B hit that isn't close enough to chain into 2A and 6B will deny Rugal the option to use these EX moves. His meterless/mid-range damage isn't terrible, but it isn't very good either. | * '''Combo Availability''': Without meter or close range, Rugal becomes a lot less threatening. His 214AC and 236BD are major tools for dealing big damage, but a 2B hit that isn't close enough to chain into 2A and 6B will deny Rugal the option to use these EX moves. His meterless/mid-range damage isn't terrible, but it isn't very good either. | ||
* '''Slow''': While Rugal often has good options for punishing his opponents and keeping on the pressure, he's also very slow and can be punished by reactive opponents. He wants opponents to come to him, meaning if the opponent gets a life lead it can be difficult for Rugal to mount a comeback. | * '''Slow''': While Rugal often has good options for punishing his opponents and keeping on the pressure, he's also very slow and can be punished by reactive opponents. He wants opponents to come to him, meaning if the opponent gets a life lead it can be difficult for Rugal to mount a comeback. | ||
}} | }} | ||
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous | One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves. If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, a fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. Rugal's two biggest weaknesses are speed and confirms. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or downright weird. This makes him susceptible to being counterpoked quite a bit, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his confirms into consideration, as he requires himself to be very close in order to get off his highest damage combos and best pressure strings. However, that's where the downsides end. Overall, Rugal is a great pick for new players who want to learn KOF fundamentals while also being a great pick for veterans who seek a specialist character. His high reward off of solid neutral control, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team. | ||
==Normals== | ==Normals== | ||
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|name=far B | |name=far B | ||
|input=f.B | |input=f.B | ||
|captions=No longer hits low | |captions=No longer hits low. | ||
|description=* Moves Rugal slightly forward | |description=* Moves Rugal slightly forward. | ||
Quick, good ranged poke and | Quick, good ranged poke and hit-confirm normal outside of 2A ranges. Won't combo into any EX moves Rugal has besides Genocide Cutter, but fortunately can combo into 623D at closer ranges for acceptable reward. You should most often combo into 214A as it's more reliable, however. | ||
}} | }} | ||
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|input=f.D | |input=f.D | ||
|description=* Massive coverage and INSANELY active. | |description=* Massive coverage and INSANELY active. | ||
Throw this out to catch jump ins, hops, approaches, and low profiles all in one. Just be wary that it's quite slow and it has less range than far C. | Throw this out to catch jump-ins, hops, approaches, and low profiles all in one. Just be wary that it's quite slow and it has less range than far C. | ||
}} | }} | ||
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|input=cl.A | |input=cl.A | ||
|description=* Catches full jumps. | |description=* Catches full jumps. | ||
Fantastic abare button because unlike most close A's the opponent can't just.. | Fantastic abare button because unlike most close A's the opponent can't just... full jump over it. Though Rugal has no 4f abare, the coverage he offers is amazing. | ||
}} | }} | ||
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|name=close B | |name=close B | ||
|input=cl.B | |input=cl.B | ||
|description=* Plus on block | |description=* Plus on block. | ||
}} | }} | ||
====close C==== | ====close C==== | ||
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|description= | |description= | ||
* First hit forces standing, allowing for combo routes with 214B/D. | * First hit forces standing, allowing for combo routes with 214B/D. | ||
* First hit also causes a juggle state on airborne hit | * First hit also causes a juggle state on airborne hit. | ||
* Both hits are cancellable | * Both hits are cancellable. | ||
Your main slow punisher and | Your main slow punisher and MAX Mode filler. Acts as a single hit despite dealing two, so canceling this button into a special into a super from MAX Mode will lead to drastically more damage than canceling from this button into 4B into the same stuff AND will lead to drastically more damage than a close C punish. Why? Idk. | ||
}} | }} | ||
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|name=crouch A | |name=crouch A | ||
|input=2A | |input=2A | ||
|description= Very short stagger/ | |description= Very short stagger/hit-confirm tool. It's good enough at what it does. | ||
* Plus on block | * Plus on block. | ||
}} | }} | ||
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|name=crouch B | |name=crouch B | ||
|input=2B | |input=2B | ||
|description= * Main low confirm. = on block instead of -1 | |description= * Main low confirm. = on block instead of -1 because it's frame 5 I guess. | ||
Very average 2B. Not as good as it initially seems in the grand scheme of things as the range doesn't matter much since you can't get confirms | Very average 2B. Not as good as it initially seems in the grand scheme of things as the range doesn't matter much since you can't get confirms from it unless you're very close. Frame 5 and this fact make it quite mediocre as abare. | ||
}} | }} | ||
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|input=2D | |input=2D | ||
|description= | |description= | ||
* Moves Rugal slightly forward | * Moves Rugal slightly forward. | ||
* Whiff cancellable | * Whiff cancellable. | ||
Really stubby sweep made up for the fact that it's special cancelable on hit and whiff. Canceling into 214B and 236B are your best bets here. | Really stubby sweep made up for the fact that it's special cancelable on hit and whiff. Canceling into 214B and 236B are your best bets here. | ||
}} | }} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* Crosses up | |description2=* Crosses up. | ||
}} | }} | ||
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|description2= | |description2= | ||
* Doesn't hit super deep but can hit crouchers when timed well. | * Doesn't hit super deep but can hit crouchers when timed well. | ||
Would be the best air to air if | Would be the best air-to-air if Clark's j.D didn't exist. Wonderfully active, heavy priority and damage, and frame ''six'' startup. It overshadows all of your other options when trying to air-to-air and for air approaches. | ||
}} | }} | ||
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|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
* Low | * Low hit-stun relative to other similar moves. Good timing required despite the frame data. | ||
Kind of slow but very deep and very big jump in. Good for pressure and combos and not much else. | Kind of slow but very deep and very big jump in. Good for pressure and combos and not much else. | ||
}} | }} | ||
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}} | }} | ||
==== | ====Shatter Strike==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=orugal_236cd | |moveId=orugal_236cd | ||
|name= | |name=Shatter Strike | ||
|input=236CD | |input=236CD | ||
|description=* Basic | |description=* Basic Shatter Strike, but has long range. | ||
Rugal gets uniquely incredible reward off his | Rugal gets uniquely incredible reward off his Shatter Strike as a result of his special moves being so great for juggles and Genocide Cutter dealing so much damage. A cornered 236CD can turn the tides in your favor by side switching with 214AC cl.D 623K. There is very little reason to not use this tool on defense. | ||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* Steep j.CD | |description2=* Steep j.CD. | ||
Pretty much only good for when you're directly around someone. It's a j.CD so it'll still do j.CD things, but it's quite awful as an air to air thanks to its angle. | Pretty much only good for when you're directly around someone. It's a j.CD so it'll still do j.CD things, but it's quite awful as an air-to-air thanks to its angle. | ||
}} | }} | ||
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|input=(close) 4/6C | |input=(close) 4/6C | ||
|description= | |description= | ||
* Grants an easy | * Grants an easy safe jump with 5A as a frame kill. | ||
}} | }} | ||
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* 2nd hit is overhead unless cancelled into. | * 2nd hit is overhead unless cancelled into. | ||
* 2nd hit also vacuums the opponent in on block. | * 2nd hit also vacuums the opponent in on block. | ||
* Note that this mode can be input as either 4 or 6B. The most useful application for this is to cleanly cancel from Double Tomahawk into Dark Barrier (236K) without the risk of input overlap causing Genocide Cutter (623K) to occur. (i.e. input 2B > 2A > 4B > 236B in a | * Note that this mode can be input as either 4 or 6B. The most useful application for this is to cleanly cancel from Double Tomahawk into Dark Barrier (236K) without the risk of input overlap causing Genocide Cutter (623K) to occur. (i.e. input 2B > 2A > 4B > 236B in a block string/combo instead of 2B > 2A > 6B > 236B). | ||
This is Rugal's most important button. It allows him to combo into all of his specials, adds an extra layer to his pressure, and has great range to boot. | This is Rugal's most important button. It allows him to combo into all of his specials, adds an extra layer to his pressure, and has great range to boot. Hit-confirming into this off of 2A is how Rugal gets big damage off of close range tags. | ||
Although the second hit is an overhead, this will rarely catch aware players if the first one is blocked. Whiffing the first hit enables sneaky overheads, but don't get carried away as if blocked it'll drag the opponent directly into Rugal's face for a punish and is quite unsafe when not cancelled into. | Although the second hit is an overhead, this will rarely catch aware players if the first one is blocked. Whiffing the first hit enables sneaky overheads, but don't get carried away as if blocked it'll drag the opponent directly into Rugal's face for a punish and is quite unsafe when not cancelled into. | ||
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* Safe on block. | * Safe on block. | ||
* Recovery is significantly shorter if it manages to reflect a projectile. | * Recovery is significantly shorter if it manages to reflect a projectile. | ||
* Both normal version combo from lights. B version in particular combos even at max range where all Genocide Cutters ( | * Both normal version combo from lights. B version in particular combos even at max range where all Genocide Cutters (623K) would miss. | ||
** Light Vanishing Rush (214A) is better as a light confirm ender as does more damage while still being super cancellable. | ** Light Vanishing Rush (214A) is better as a light confirm ender as does more damage while still being super cancellable. | ||
* EX version combos from heavies and causes a crumple. This leads to very high damage in corners through proper spacing into 236A, 5D(1) > 236A, 623D for just 0.5 meter. | * EX version combos from heavies and causes a crumple. This leads to very high damage in corners through proper spacing into 236A, 5D(1) > 236A, 623D for just 0.5 meter. | ||
Might be one of the best specials in the game. Despite its low range, the speed, active frame duration, and relative safety is more than enough to make up for it. Can be used to catch hops and approaches, and when buffered behind 5B, makes it terrifying as a 91 damage, 6 frame, soft knockdown poke. Can be cancelled into supers on reaction if you're sharp, or just buffer the super input from ranges where the opponent is likely to run into it. Hop normals that reduce the opponent's hurtbox, such as Iori's j.CD are more consistent at getting over it. | Might be one of the best specials in the game. Despite its low range, the speed, active frame duration, and relative safety is more than enough to make up for it. Can be used to catch hops and approaches, and when buffered behind 5B, makes it terrifying as a 91 damage, 6 frame, soft knockdown poke. Can be cancelled into supers on reaction if you're sharp, or just buffer the super input from ranges where the opponent is likely to run into it. Hop normals that reduce the opponent's hurtbox, such as Iori's j.CD, are more consistent at getting over it. | ||
Be careful as although the special is safe on block, it has a fairly long whiff recovery. | Be careful as although the special is safe on block, it has a fairly long whiff recovery. | ||
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|input=623B/D/BD | |input=623B/D/BD | ||
|description3= | |description3= | ||
* All versions have full invulnerability | * All versions have full invulnerability. | ||
* EX version causes a hard knockdown | * EX version causes a hard knockdown. | ||
* D version is Raw | * D version is Raw MAX Mode punishable. | ||
* B version stays in place, D and EX versions move Rugal forward. | * B version stays in place, D and EX versions move Rugal forward. | ||
* B version grants a | * B version grants a safe jump but it has to be timed manually. | ||
* ''Both'' hits are very active on both B and D versions. | * ''Both'' hits are very active on both B and D versions. | ||
The ever-infamous Genocide Cutter. Highest damaging DP in the game with generous invulnerability and active frames, more than capable of blowing up any move that comes into contact with it. Compared to other DPs, Genocide Cutter does not have a quicker but upper body | The ever-infamous Genocide Cutter. Highest damaging DP in the game with generous invulnerability and active frames, more than capable of blowing up any move that comes into contact with it. Compared to other DPs, Genocide Cutter does not have a quicker but upper body invulnerable version, meaning Rugal needs to react quicker to jump-ins than others. | ||
The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding. | The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding. | ||
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|input=214A/C/AC | |input=214A/C/AC | ||
|description3= | |description3= | ||
* C version is plus on block | * C version is plus on block. | ||
* EX version launches and is a staple combo tool | * EX version launches and is a staple combo tool. | ||
A version is a | A version is a hit-confirm tool and nothing more. It is always very unsafe, has no invincibility, and puts Rugal point blank. The same goes for his EX, which is even less safe and gives your opponent more time to react on block. It's highly inadvisable to use this in neutral over his other specials. | ||
The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it, such as if they're used to you using Reppukens in your pressure. | The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it, such as if they're used to you using Reppukens in your pressure. | ||
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|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= | ||
* A version is slow, C version is fast | * A version is slow, C version is fast. | ||
* A version is plus at ranges outside of point blank | * A version is plus at ranges outside of point blank. | ||
* EX version hits multiple times | * EX version hits multiple times. | ||
* Cannot be used if another Reppuu Ken or a Violent Ray ( | * Cannot be used if another Reppuu Ken or a Violent Ray (214K) is on screen. | ||
* Can be canceled on whiff into MAX Gigantic Pressure (2363214/AC) or | * Can be canceled on whiff into MAX Gigantic Pressure (2363214/AC) or MAX Desperate Ray (236236BD) to anti-air the opponent if they roll/jump over the Reppuu Ken at mid range. | ||
* EX version can be | * EX version can be hit-confirmed into laser from any range. Use this to win fireball wars with style. | ||
Typical zoning tool but has a bit less recovery than your average | Typical zoning tool but has a bit less recovery than your average ground-based fireball, making it a great asset in corner combos and pressure in general. | ||
}} | }} | ||
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|input=214B/D/BD | |input=214B/D/BD | ||
|description3= | |description3= | ||
* B version is slow, D version is fast | * B version is slow, D version is fast. | ||
* Can be ducked by all characters | * Can be ducked by all characters. | ||
* Can be avoided by running or just by standing by some characters | * Can be avoided by running or just by standing by some characters. | ||
* Non EX versions cause an air reset state on airborne hit | * Non-EX versions cause an air reset state on airborne hit. | ||
* Cannot be used if another Violent Ray or a Reppuu Ken ( | * Cannot be used if another Violent Ray or a Reppuu Ken (236P) is on screen. | ||
* Characters that cannot run under Violent Ray: | * Characters that cannot run under Violent Ray: | ||
:Antonov, Athena, Benimaru, Clark, Kula, Kyo, Maxima, Meitenkun, Ralf, Ramon, Robert, Ryo, Shermie, Vanessa | :Antonov, Athena, Benimaru, Clark, Kula, Kyo, Maxima, Meitenkun, Ralf, Ramon, Robert, Ryo, Shermie, Vanessa | ||
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|input=2363214A/C/AC | |input=2363214A/C/AC | ||
|description2= | |description2= | ||
* Guarantees corner carry | * Guarantees corner carry. | ||
* MAX version has full body invulverability | * MAX version has full body invulverability. | ||
Unlike other characters, Rugal does not want to use this super for ending combos that much, as Genocide Cutter is usually the better option. However, it shines in | Unlike other characters, Rugal does not want to use this super for ending combos that much, as Genocide Cutter is usually the better option. However, it shines in MAX mode confirms and far C/far D hit-confirms, as those buttons have more than enough hit-stun for this to combo on reaction. | ||
}} | }} | ||
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* Can OTG opponents. Values in [] indicate damage when the move OTGs. | * Can OTG opponents. Values in [] indicate damage when the move OTGs. | ||
* MAX version doesn't combo properly on its 2nd hit when used to OTG. | * MAX version doesn't combo properly on its 2nd hit when used to OTG. | ||
Fantastic fullscreen beam super that catches literally everything and has very low recovery for a super. Also important in 1.5 bar corner juggles from EX Vanishing Rush, as 236B > 236236B will let you juggle afterward. You can use this as a | Fantastic fullscreen beam super that catches literally everything and has very low recovery for a super. Also important in 1.5 bar corner juggles from EX Vanishing Rush, as 236B > 236236B will let you juggle afterward. You can use this as a hit-confirm for an EX fireball from fullscreen for a cheeky 300 damage fireball. | ||
}} | }} | ||
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|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* Does very low minimum damage for a | * Does very low minimum damage for a Climax, partially due to damage loss from rounding down. | ||
Due to the low minimum damage, you want to maintain as little scaling as possible when canceling into this. As such, it's advisable to not cancel into this super unless it either kills, or it is a | Due to the low minimum damage, you want to maintain as little scaling as possible when canceling into this. As such, it's advisable to not cancel into this super unless it either kills, or it is a MAX confirm that does not have 4/6B (cl.D is our best move to follow up a MAX cancel with, adding 4/6B will actually make cancels into this deal LESS damage because of the scaling). | ||
}} | }} | ||
Revision as of 21:09, 30 May 2022
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done both on the ground and in the air.
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
0 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 623D = 213/240 dmg |
1 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 623D = 374/409 dmg |
2 Meters |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 236C > 2363214A/C = 445/485 dmg |
Gameplay Overview
Rugal is a defensive character who excels at punishing bad approaches. | |
Pros | Cons |
|
|
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves. If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, a fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. Rugal's two biggest weaknesses are speed and confirms. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or downright weird. This makes him susceptible to being counterpoked quite a bit, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his confirms into consideration, as he requires himself to be very close in order to get off his highest damage combos and best pressure strings. However, that's where the downsides end. Overall, Rugal is a great pick for new players who want to learn KOF fundamentals while also being a great pick for veterans who seek a specialist character. His high reward off of solid neutral control, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team.
Normals
Far Standing Normals
far A
far A
f.A
f.A
|
---|
far B
far B
f.B
f.B
|
---|
far C
far C
f.C
f.C
|
---|
far D
far D
f.D
f.D
|
---|
Close Standing Normals
close A
close A
cl.A
cl.A
|
---|
close B
close B
cl.B
cl.B
|
---|
close C
close C
cl.C
cl.C
|
---|
close D
close D
cl.D
cl.D
|
---|
Crouch Normals
crouch A
crouch A
2A
2A
|
---|
crouch B
crouch B
2B
2B
|
---|
crouch C
crouch C
2C
2C
|
---|
crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Neutral Jump B
neutral jump B
nj.B
nj.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
Shatter Strike
Shatter Strike
236CD
236CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Scorpion Deathlock
Scorpion Deathlock
(close) 4/6C
(close) 4/6C
|
---|
Scorpion Deathblow
Scorpion Deathblow
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Double Tomahawk
Double Tomahawk
4/6B
4/6B
|
---|
Special Moves
Dark Barrier
Dark Barrier
236B/D/BD
236B/D/BD
|
---|
Genocide Cutter
Genocide Cutter
623B/D/BD
623B/D/BD
|
---|
Vanishing Rush
Vanishing Rush
214A/C/AC
214A/C/AC
|
---|
Reppuu Ken
Reppuu Ken
236A/C/AC
236A/C/AC
|
---|
Violent Ray
Violent Ray
214B/D/BD
214B/D/BD
|
---|
Super Special Moves
Gigantic Pressure
Gigantic Pressure
2363214A/C/AC
2363214A/C/AC
|
---|
Desperate Ray
Desperate Ray
236236B/D/BD
236236B/D/BD
|
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Climax Super Special Moves
Dread Fatal Wave
Dread Fatal Wave
2141236CD
2141236CD
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Misc
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